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Will Macintosh Intel Graphics Work for TGB
Will Macintosh Intel Graphics Work for TGB
| Name: | Greg Tedder | |
|---|---|---|
| Date Posted: | Mar 04, 2008 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Greg Tedder |
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IMPORTANT: These are not the problems of TGB, these are the problems with Intel Graphics! I am simply writing this as a guide to any debating purchasing a Mac w/Intel Graphics. While I have had a good experience, I took a chance buying Intel Graphics, and you will be too if you choose to purchase them.
I thought I would post this here because I spent hours on this site searching for a definite answer. The truth is, I am now unconvinced as to whether there is a definite answer. The answer I have found using the intel GMA X3100 graphics card is yes. TGB works good, and it works fast with a few odd errors that most likely have something to do with multiple viewports in OpenGL.
What happens with the graphics is a slight bleed over out of the programmed boundaries. For instance, the scene editor window graphics have a tendency to bleed into tool bar. Luckily, the mouse picking works correctly, and the toolbar button is pressed rather than a graphic is selected. This may turn a few off, but I have yet to find this troublesome.
The other viewport error that happens a lot is with text. It is very similar to the other error, with the exception that occlusion does not trim the bleed over to the right. The only time this is really apparent is when you bring up the console.
Bottom line, if you are going to be programing your own multiple viewports into the engine, you may need to look into a higher end mac. I am not 100% that this is the problem, but from past experience this is what it looks like to me. So unless Intel updates their drivers some time soon, this problem is going to persist.
I thought I would post this here because I spent hours on this site searching for a definite answer. The truth is, I am now unconvinced as to whether there is a definite answer. The answer I have found using the intel GMA X3100 graphics card is yes. TGB works good, and it works fast with a few odd errors that most likely have something to do with multiple viewports in OpenGL.
What happens with the graphics is a slight bleed over out of the programmed boundaries. For instance, the scene editor window graphics have a tendency to bleed into tool bar. Luckily, the mouse picking works correctly, and the toolbar button is pressed rather than a graphic is selected. This may turn a few off, but I have yet to find this troublesome.
The other viewport error that happens a lot is with text. It is very similar to the other error, with the exception that occlusion does not trim the bleed over to the right. The only time this is really apparent is when you bring up the console.
Bottom line, if you are going to be programing your own multiple viewports into the engine, you may need to look into a higher end mac. I am not 100% that this is the problem, but from past experience this is what it looks like to me. So unless Intel updates their drivers some time soon, this problem is going to persist.
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| List: | 09/14/08 - The constant tweak of an RPG 05/25/08 - Flat Tile to Isometric 03/04/08 - Will Macintosh Intel Graphics Work for TGB 03/02/08 - Aeges Road Alpha Testing 12/31/07 - A Thought on Saving the Game 11/04/07 - As it is with Aeges Road 08/26/07 - Aeges Road, The Time Draweth Nigh 07/23/07 - Finding My Way Around |
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Submit your own resources!| Alex Scarborough (Mar 04, 2008 at 17:41 GMT) |
I would suggest registering as an Apple developer (it's free) and submitting another radar on the issue.
Of course, this all assumes that you're running 10.5.2 with the graphics update. If not, well, do that first.
| Greg Tedder (Mar 05, 2008 at 21:48 GMT) |
Thanks
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